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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 3459126" data-attributes="member: 48965"><p>I personally think it's a different strokes for different folks type of thing. If setting is "wasted" on your players, why assume everyone else's players are the same? My players delve in politics, mysteries, exploration, etc. In order for me to have a world where their actions have "real" ramifications, consequences, effects, and fallout, a certain level of world detail is necessary. YMMV of course.</p><p></p><p>I feel as if the same argument for worldbuilding could be applied to adventure building as well. Use a random dungeon generator, and hook generator to make up an adventure. It cuts down on work. All you gotta do now is throw some monsters in their. Better yet make up a few tables(for monsters and treasures of each level) and randomly roll whenever PC's get to a room, even less work. If all your players care about is loot and xp points this works just fine.</p><p></p><p>In the end I GM to create, my adventures come from the flow of the PC's within the world I've created and it works good and feels natural for me. I don't want to run a string of dungeon crawls or plotted quests...is this badwrong fun in some way? In this instance how is world building a waste of time. It's a method you may disagree with(for you), but claiming it's a waste of time seems to imply that your way is a true-ism, and those just don't exist in games like D&D. </p><p></p><p> I don't think any one way to inspire creativity is going to be the same for every person, some people might get totally stuck with just a blank canvas and "make an adventure" for inspiration. That same person might find a ton of hooks and seeds, seemingly detailling themselves as he fleshes out his world. How then is it a waste for him to do this? In the end do what's best and most fun for you...isn't that the point of making the game your own?</p></blockquote><p></p>
[QUOTE="Imaro, post: 3459126, member: 48965"] I personally think it's a different strokes for different folks type of thing. If setting is "wasted" on your players, why assume everyone else's players are the same? My players delve in politics, mysteries, exploration, etc. In order for me to have a world where their actions have "real" ramifications, consequences, effects, and fallout, a certain level of world detail is necessary. YMMV of course. I feel as if the same argument for worldbuilding could be applied to adventure building as well. Use a random dungeon generator, and hook generator to make up an adventure. It cuts down on work. All you gotta do now is throw some monsters in their. Better yet make up a few tables(for monsters and treasures of each level) and randomly roll whenever PC's get to a room, even less work. If all your players care about is loot and xp points this works just fine. In the end I GM to create, my adventures come from the flow of the PC's within the world I've created and it works good and feels natural for me. I don't want to run a string of dungeon crawls or plotted quests...is this badwrong fun in some way? In this instance how is world building a waste of time. It's a method you may disagree with(for you), but claiming it's a waste of time seems to imply that your way is a true-ism, and those just don't exist in games like D&D. I don't think any one way to inspire creativity is going to be the same for every person, some people might get totally stuck with just a blank canvas and "make an adventure" for inspiration. That same person might find a ton of hooks and seeds, seemingly detailling themselves as he fleshes out his world. How then is it a waste for him to do this? In the end do what's best and most fun for you...isn't that the point of making the game your own? [/QUOTE]
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